Of course, nobody prevents you to either "eyeball" the map and set your next jump to your intended system (according with your "long range" intention), or use (say) a pen & paper (or notepad(++) ) approach to eyeball/write it down/follow the jumps one by one.
It wouldn't be an in-game "automated" course/route, but, considering you could go around the galaxy just to make longer the jump between two neighboring systems, obviously, the choice is yours!

It's certainly possible to adjust and tweak the hyperspace destination with the scripting controls we have available. Looking at the problem from my knowledge of the current toolset, the main problem is how to effectively do a UI that works when docked and while in space. Ideally, you would need a mission screen to select and change destinations, but mission screens shouldn't be used while in space. That limits what can be done to something that needs to interface on the F6 screen. On that screen we are constrained by not being able to assign any key presses to custom functions. On top of that, a mission screen utilising a system map doesn't have the ability to take input from that map - all you can do is display a map. Control of the map would have to come from the user selecting menu items. Which again, is not an ideal UI experience.

So, there are some issues to overcome, and some of them will need core code changes to be completely effective. Therefore, yes, non-trivial.